<!DOCTYPE html>
<html lang="en-us">
  <head>
    <meta charset="utf-8" />
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
    <title>Unity WebGL Player | WebGLTest</title>
    <link rel="shortcut icon" href="TemplateData/favicon.ico" />
    <link rel="stylesheet" href="TemplateData/style.css" />
  </head>
  <script src="uni.webview.1.5.6.js"></script>
  <body>
    <div id="unity-container" class="unity-desktop">
      <canvas id="unity-canvas" width="960" height="600" tabindex="-1"></canvas>
      <div id="unity-loading-bar">
        <div id="unity-logo"></div>
        <div id="unity-progress-bar-empty">
          <div id="unity-progress-bar-full"></div>
        </div>
      </div>
      <div id="unity-warning"></div>
      <div id="unity-footer">
        <div id="unity-webgl-logo"></div>
        <div id="unity-fullscreen-button"></div>
        <div id="unity-build-title">WebGLTest</div>
      </div>
    </div>

    <script>
      var container = document.querySelector('#unity-container')
      var canvas = document.querySelector('#unity-canvas')
      var loadingBar = document.querySelector('#unity-loading-bar')
      var progressBarFull = document.querySelector('#unity-progress-bar-full')
      var fullscreenButton = document.querySelector('#unity-fullscreen-button')
      var warningBanner = document.querySelector('#unity-warning')

      // Shows a temporary message banner/ribbon for a few seconds, or
      // a permanent error message on top of the canvas if type=='error'.
      // If type=='warning', a yellow highlight color is used.
      // Modify or remove this function to customize the visually presented
      // way that non-critical warnings and error messages are presented to the
      // user.
      function unityShowBanner(msg, type) {
        function updateBannerVisibility() {
          warningBanner.style.display = warningBanner.children.length
            ? 'block'
            : 'none'
        }
        var div = document.createElement('div')
        div.innerHTML = msg
        warningBanner.appendChild(div)
        if (type == 'error') div.style = 'background: red; padding: 10px;'
        else {
          if (type == 'warning')
            div.style = 'background: yellow; padding: 10px;'
          setTimeout(function () {
            warningBanner.removeChild(div)
            updateBannerVisibility()
          }, 5000)
        }
        updateBannerVisibility()
      }

      var buildUrl = 'Build'
      var loaderUrl = buildUrl + '/Pak.loader.js'
      var config = {
        dataUrl: buildUrl + '/Pak.data',
        frameworkUrl: buildUrl + '/Pak.framework.js',
        codeUrl: buildUrl + '/Pak.wasm',
        streamingAssetsUrl: 'StreamingAssets',
        companyName: 'DefaultCompany',
        productName: 'WebGLTest',
        productVersion: '0.1',
        showBanner: unityShowBanner,
      }

      // By default, Unity keeps WebGL canvas render target size matched with
      // the DOM size of the canvas element (scaled by window.devicePixelRatio)
      // Set this to false if you want to decouple this synchronization from
      // happening inside the engine, and you would instead like to size up
      // the canvas DOM size and WebGL render target sizes yourself.
      // config.matchWebGLToCanvasSize = false;

      // If you would like all file writes inside Unity Application.persistentDataPath
      // directory to automatically persist so that the contents are remembered when
      // the user revisits the site the next time, uncomment the following line:
      // config.autoSyncPersistentDataPath = true;
      // This autosyncing is currently not the default behavior to avoid regressing
      // existing user projects that might rely on the earlier manual
      // JS_FileSystem_Sync() behavior, but in future Unity version, this will be
      // expected to change.

      if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
        // Mobile device style: fill the whole browser client area with the game canvas:

        var meta = document.createElement('meta')
        meta.name = 'viewport'
        meta.content =
          'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes'
        document.getElementsByTagName('head')[0].appendChild(meta)
        container.className = 'unity-mobile'
        canvas.className = 'unity-mobile'

        // To lower canvas resolution on mobile devices to gain some
        // performance, uncomment the following line:
        // config.devicePixelRatio = 1;
      } else {
        // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:

        canvas.style.width = '960px'
        canvas.style.height = '600px'
      }

      loadingBar.style.display = 'block'

      var script = document.createElement('script')
      script.src = loaderUrl
      script.onload = () => {
        createUnityInstance(canvas, config, (progress) => {
          progressBarFull.style.width = 100 * progress + '%'
        })
          .then((unityInstance) => {
            loadingBar.style.display = 'none'
            fullscreenButton.onclick = () => {
              unityInstance.SetFullscreen(1)
            }
          })
          .catch((message) => {
            alert(message)
          })
      }

      document.body.appendChild(script)
      // 被vue调用
      function MyHtmlFunction() {
        share = true
        console.log('share', share)
        uni.postMessage({
          data: {
            action: message,
            test: 'test message',
            share: share,
            share: share,
          },
        })
      }
      let message = 'AAA123'
      let share = false
      document.addEventListener('UniAppJSBridgeReady', function () {
        uni.postMessage({
          data: {
            action: message,
            test: 'test message',
            share: share,
            getUserId: true,
          },
        })
        console.log('消息已发送')
      })

      // 获取URL参数的通用函数
      function getUrlParam(name) {
        const urlParams = new URLSearchParams(window.location.search)
        return urlParams.get(name)
      }

      // 获取Code
      const Code = getUrlParam('Code')
      console.log('获取到的Code:', Code)

      // 使用示例
      if (Code) {
        console.log('Code:', Code)
        // 在这里使用Code进行后续操作
      } else {
        console.log('未获取到Code参数')
      }
    </script>
  </body>
</html>
